Like planes are to armies, albeit it's a bit different since planes operate at another layer.
That's probably a long and laborious read, but hopefully it somewhat contributes to understanding why naval side of the game is still very poor - both balance and handling wise.
Anyways, the problem is this:
As combat fleet/patrol group/strike force and whatnot acts as a single entity, it commits all the ships into any fight it gets dragged into, and those would stay there until the battle is over - even if part of the fleet goes beyond the curtain into 'disangaged' mode. (By the way, ships in this mode consume fuel at max rate, and retreated SHBBs floating in nowhere awaiting for the battle involving Subs to resolve is just hilarious)
This way, if your combined [fleet+army] operations involve several divisions, it is common to see some of those getting 'intercepted' by a wolfpack of Subs. In turn, these Subs pin your whole task force and open up possibilties for another wolfpack to strike.
If you happen to have several task forces on duty, there's no way to prohibit them interfering into a fight where their presence might be completely superfluous. These multiple task forces of yours would 'happily' merge into one knot of a battle, leaving the rest of the convoys unguarded.
Given how long it takes to chase off even the poorest Subs, and how vulnerable sea-faring troops are when actually hit, it's a real pain to manage safe landings or travelling - even with a dominant navy. Ideally, to avoid weird losses, one moves one division per each zone and guards each zone by a separate force - yeah. (otherwise, see the extras at the end. For now, keep reading).
Instead, army movement at unsafe sea should act like this.
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The extras, "or how I onced moved 3 divisions guarded by 2 super-fleets".
While these pics date back to December '19 and IIRC a few bandaids were introduced (like cooldowns for some actions by Subs), it doesn't make the point any less valid for a simple reason the enemy had just one single pack of 10 subs - now imagine him running many wolfpacks (over here at 1.9.3, I run just two packs of outdated subs and the AI (Germany, Great Britain and Italy combined) is already struggling despite his 'supremacy'. To add insult to the injury, I'm also excercising my other fleet right in the same zone - what is that 'supremacy' worth, then?).
Got back to this game after 10 months to check out LaR and how it plays. Is it that the naval side is still just that - poor, redundant, convoluted and bugged?
That's probably a long and laborious read, but hopefully it somewhat contributes to understanding why naval side of the game is still very poor - both balance and handling wise.
Anyways, the problem is this:
As combat fleet/patrol group/strike force and whatnot acts as a single entity, it commits all the ships into any fight it gets dragged into, and those would stay there until the battle is over - even if part of the fleet goes beyond the curtain into 'disangaged' mode. (By the way, ships in this mode consume fuel at max rate, and retreated SHBBs floating in nowhere awaiting for the battle involving Subs to resolve is just hilarious)
This way, if your combined [fleet+army] operations involve several divisions, it is common to see some of those getting 'intercepted' by a wolfpack of Subs. In turn, these Subs pin your whole task force and open up possibilties for another wolfpack to strike.
If you happen to have several task forces on duty, there's no way to prohibit them interfering into a fight where their presence might be completely superfluous. These multiple task forces of yours would 'happily' merge into one knot of a battle, leaving the rest of the convoys unguarded.
Given how long it takes to chase off even the poorest Subs, and how vulnerable sea-faring troops are when actually hit, it's a real pain to manage safe landings or travelling - even with a dominant navy. Ideally, to avoid weird losses, one moves one division per each zone and guards each zone by a separate force - yeah. (otherwise, see the extras at the end. For now, keep reading).
Instead, army movement at unsafe sea should act like this.
- Generic movement. You park both your task force of choice and a few divisions in a port and 'merge' them into a Convoy Order. This now acts as a Meta-Unit, which both moves and fights as one, following all the rules which are generally applied to task forces.
- Invasion (involving multiple ports of departure). You pick your divisions and click around as normal to set ports, landings and fancy arrows in between, no change here. But then if you click that mighty (?) Naval Invasion Support, the task force in question automatically (if checkboxed!) splits evenly across all ports and invasion routes, and a whole pack of Meta-Units (see above) appears. Those Meta-Units are traced separately and may end up together in the same battle under the same rules as current task forces, but the point is that no convoy with troops is ever left on its own and is always followed by at least *some* ships for protection.
---
The extras, "or how I onced moved 3 divisions guarded by 2 super-fleets".
While these pics date back to December '19 and IIRC a few bandaids were introduced (like cooldowns for some actions by Subs), it doesn't make the point any less valid for a simple reason the enemy had just one single pack of 10 subs - now imagine him running many wolfpacks (over here at 1.9.3, I run just two packs of outdated subs and the AI (Germany, Great Britain and Italy combined) is already struggling despite his 'supremacy'. To add insult to the injury, I'm also excercising my other fleet right in the same zone - what is that 'supremacy' worth, then?).
Got back to this game after 10 months to check out LaR and how it plays. Is it that the naval side is still just that - poor, redundant, convoluted and bugged?
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